E mine help 4 a noob

THUD

Mongoose
I have just started to play ACTA in the past week or so and I have a question about the way that Emines work in 2nd edition. Could some one walk me through the way that hits are scored and allocated and the effect that AP and Precise have on them. Do Emines always hit like they did in the first edition? When we have a closely packed fleet do you divide up the AD or do you roll all AD on every ship that is within the attack zone?

Any help would be appreciated.
:D
 
The total AD is thrown against all ships in range (not divided up) and they do not cause criticals, so right now there are no precise energy mines... (though you could have one, it just would never bulkhead then..)
 
You place the emine template wherever you want (doesn't deviate and doesn't have to be centred over any target).

Stealth is ignored.

You roll the total number of AD in attacks against every ship (its stem) and fighter covered by the template. In doing so you have to equal or beat the Hull score using AP and Super AP as modifiers as per usual.

Once you have a number of hits, the enemy doesn't get any Dodge roll or Interceptor rolls.

You roll on the attack table to determine Damage (adding +1 if Precise). Critical hits do the usual amount of Damage/Crew but do not get to roll on the critical table as well.

Total up the Damage/Crew inflicted and if Double Damage multiply by 2, if Triple Damage multiply by 3 and if Quadruple Damage multiply by 4.
 
I played last night. the frist time aganst emine they kick my butt.

they kill all of my WStars the fist turn.

I think they would't be so bad if they did't have AP as well.

thet are powerfull.

BC :cry:
 
BADGERCLAW said:
I think they would't be so bad if they did't have AP as well.

thet are powerfull.

BC :cry:
Yes they are powerful but they are also a one-shot weapon (in most cases). Your adaptive armour will still provide protection so they should not be killing your White Stars that quickly. Make sure you spread you ships out so he cannot target multiple ships with a single e-mine.

Better still, use your speed and manourability to go round his flanks. Narn ships are pretty slow turners and will struggle to get a bearing on you. By turn 2 you can be in amongst his ships wreaking havok and he can't use e-mines without nuking his own ships.
 
You did remember to halve every damage, didn´t you?

yes I did.

we were playing a large game with 6 player 5 war Ps. each

the narn player took alot of small ships with alot of emines some of my ships took 3 emine DD each. there rang, pick a spot, AP was to much of the white Stars to take. but we where all cluster together there was not a hole lot for me to do. adaptive armour is good but not that good.

BC
 
Squadroning is a very bad idea around narn, especially with your more breakable patrol and skirmish ships.

I'm learn that the hard way!

I need to know more about other fleets before I battle them.

that mite help!
[/quote]
 
When you have a battle coming up just let us know. There will be plenty of people on the board happy to give you the benefit of their experience against particular adversaries.
 
When you have a battle coming up just let us know. There will be plenty of people on the board happy to give you the benefit of their experience against particular adversaries.

most the time I played against one guy and he plays EA, Minbari , and and a little pyi-core.

This time I was playing against a lot of new people with a lot of new fleets.

This is the first time I played Against Narn ,or Vree. they both took a lot of small ships. The problem with that was we had moved all our ships before they move half of there.

boresight weapons could not lock on that suck.

next time will take a lot more small ships. So we don't run into that problem again.

BC :)
 
Is there ever a time when squadrons are useful? Except for speeding up the game time, that is... I'm still new, so, don't take this as me trolling or anything.
 
eldiablito said:
Is there ever a time when squadrons are useful? Except for speeding up the game time, that is... I'm still new, so, don't take this as me trolling or anything.
The biggest advantage comes when you are playing in a game with variable crew quality scores. Squadroning your ships allows you to use the highest CQ score in the squadron to make your tests making it more likely that your ships will manage whatever they were attempting to do.

Although you sacrifice a degree of initiative, sometimes it may be a worthwhile trade-off for delivering heavy blows. A squadron of ships firing at the same target may be able to cripple or destroy a target before it can do anything. It is a gamble but sometimes it is worth putting all your weight behind one big punch in the hope that it counts.
 
Karhedron said:
Although you sacrifice a degree of initiative, sometimes it may be a worthwhile trade-off for delivering heavy blows. A squadron of ships firing at the same target may be able to cripple or destroy a target before it can do anything. It is a gamble but sometimes it is worth putting all your weight behind one big punch in the hope that it counts.

Ships like the vorchan can be really effective when used this way...
 
The biggest advantage of squadroning ships is that they all get to fire together (usually your first choice of the turn), before the enemy gets to fire back. This means any damage you inflict happens before they can shoot back and that any of your ships that take damage will have already have fired.
 
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